Boxer fighter accessories

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Theraven:
The mask is face paint. I've got some hack that reveals it in CAS.

XPTL297:
It is not just a case of revealing it in CAS. I want to use everything inside the game under my fingertips command. Checking my inventory I found out an old mod from Morague for tattoos. Checking the game I saw that the special masks used in game are special overlays flagged 0x00000009. There should be somewhere any kind of index that provides a link to call them in game once they are not GUID based. In same category are the Bigfoot masks, suntan, sunburn, etc. The face tattoos are separated. I'll investigate Morague's mod and see if somehow I can use it to create my own indexes. I know that the process is laggy, but at the moment is the best approach to what I want. If I could somewhere find or include some bump maps I could have pretty realistic effects. In fact what makes this game so laggy is exactly the way the files were distributed. You have to browse the whole game to find only pieces of files, imagine what a so bad programmed game has to go through. Thanks Theraven for your interest.

Happy New Year to all of you!

Theraven:
They're not really special - they're just hidden. Outfits and masks flagged with an uneven bin numbers are hidden, and all it takes is to even it up.

Extract the property*something* file, and write an even bin number instead, like 8, before you make a new .package file with the property file for the outfit or mask, or whatever it is in it. Same procedure as unhiding outfits, and I found it much easier than I thought it would be. Hardest thing is to find the files you want to change...

XPTL297:
I know how to unhide all objects in game. You didn't understand, I don't want to have something else in CAS, I want that when I create an object which causes sims to change clothes in game, like for example my maternity door, I want that they change also all the rest. It would be used to create outfits simulating injured people. If you don't get what I want: when a sim use a towel to sunbathe, there are results that cause them to get a skin overlay (suntun or sunburn). When a bigfoot becomes elder, he gets a special outfit as elder and there are two masks, one for bigfoot young and one for bigfoot elder. The same procedure for plantsims. All those outfits have separated face masks. In the case of the firedancer, he has also a separated face mesh. When you make a sim to plantsim, you don't need to send them to a mirror to change face, it is come with the outfit or with the procedure to change them. They are not npcs, so it is probably coming from the "ideal" crap template, who is an unique npcs. So, this is the main reason why EA is a NPCies maker. It is easier. The only way to change outfits other than your personal inventory, is to create a template. Then you have double npcs because an outfit is an NPC self,  it is an object, it has GUIDs, but it was not found any better way to use them other than create a second npc just to include the bhav "Place NPC outfit on me". If you had programmed the outfit instead of a full sim template, you could just change it in game and the sim would behave according to what he is wearing. "You are what you wear" - it fits to many of us self. You think that it doesn't work? Christianlov created the all-in-one NPC. I use a modified version of it, just because it is easier than reprogram the visitor generator (don't link me to a reprogrammed visitor generator, it clashes with my game). His npc has one day off work and when she is not in the lot, my modified version (without my consent) imprison whoever visits the lot and make it to an all-in-one npc. If I found a way to reprogram outfits, I could create simple controllers that imprison whoever wearing an specific outfit guid and it would be much better than filling up the game with 70 npcs just to have different outfits in game and special behaviours.
Maybe it is just waste time for you, but I make a very unpleasant analogy on what those npcs are, compared to the real world. And I don't like it. I'll spend all the rest of the time I have left to eliminate whatever npc discrimination from my world. And I really mean it! Let's say that I'm a rebel with own cause. It is a full project with hundreds of branches and I change my goals according to new things I learn. Don't forget that I've been active on it for the last 10 years, so I'm not stuck in so small details.

Theraven:
SimPE programming isn't my area, I'm afraid. I suspect there's some sort of bin numbers in the files in question that automatically does these changes, but as to what they are, I can't say for sure.

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